looked everywhere but no one had an answer to this sadly.
Been trying to use an android app that comes with the Android development tools called SDKcontroller. This app is suppose to let me test the multi touch capabilities of my apps. This app is suppose to send input information from a real android device to the emulator. It should let me control the emulator by using the touch sensor in my android device.
I fallowed the instruction and the app is telling me that is connected to the emulator but that is as far as i get. I can touch and touch all I want but the emulator is not responding.
Has somebody been able to get this to work? If so please let me know.
here is a link to the you tube video demonstrating the app: http://www.youtube.com/watch?v=Erd2k6EKxCQ
here is the android project site: http://tools.android.com/tips/hardware-emulation
Related
Coming from a desktop and web background, I am familiar with tools that allow me to record mouse movements and keystrokes for Functional test.
What for Android apps? Is there any similar tool or tools? I assume with a device connected to your PC/Mac (emulator), but also simply on the device itself.
For the later, which is what I'm trying to accomplish, I would like to be able to record movements on the screen (just as in the eclipse emulator), i.e. swiping up, down, button on press, on release, etc., and simply have it run on the device itself without being connected to a computer, similar to being able to record a script (functional) and run it over and over, having this installed as an app on the device to allow me to record and run functional scripts as an overlay on top of an app in development?
Like being able to run something like MonkeyTalk directly on the device.
Think of being able to record and run Selenium functional scripts directly on and from the device.
Is there an overlay type of idea that would work? I've heard there are some security risks in this.
Looking for a solution please.
I suppose Espresso Test Recorder is exactly what you are looking for.
I have started to develop a new app for Android Wear, but now that I want to use the accelerometer, I'm a little stuck.
Since I dont have an Android Wear devide, I have tried to use SensorSimulator for simulate accelerometer events but seems that it forces close after just a while.
Any ideas of how to da that?,
thanks in advance
I think you can set up an Android Wear device by installing android wear app available on google Play & then Follow the app instructions.
And also you can create your own project.
I think this is a good link that gives you better idea onCreating & Running Wearable App :-
(http://developer.android.com/training/wearables/apps/creating.html)
I have a problem when i am trying to use my chromecast device.
Currently I have an app for Android , one for iOS
and these 2 apps from github.
https://github.com/googlecast/MediaRouter-Cast-Button-android
https://github.com/googlecast/CastVideos-android
All of them have a common problem. They sometimes cannot accuratelly tell if a chromecast device is connected or disconnected.Taking around a minute before they find it out themselfs.While an application like Youtube , discovers if it is connected or not, instantly.
EDIT #1 START:
While using the application "Cast Videos" for android from GitHub the following thing happens.
I hold the android device in my hand (Samsung Galaxy S2).
I know chromecast is on because I can see it on my monitor.
I start the application "Cast Videos".
The Chromecast icon does not appear, even if the chromecast device is on.
EDIT #1 END;
I have tried using the app_id from my own receiver application , and the default receiver app_id.
I have found a way to trick them into finding the device. By launching the youtube application on an Android or iOS device , connect to the chromecast device , then disconnect.
When I return to on off the apps I have mentioned at the start of the question , they can detect it now , and connect to it.
The two applications from github are not modified , and use the most up to date support libraries (appcompat, mediarouter, CCL).
The applications are now being currently build on a Mac (if that matters). I don't think it will be of any difference if they were built on Windows or something else.
EDIT #2:
I am starting to suspect that actually the wifi router in the building im programming may cause these connection problems. Because when I send the app to other people they don't have the same problem.
EDIT #3:
Good news :D.
The latest update on the castcompanionlibrary made chromecast detection much more reliable and the sample now detects preciselly every time if it is connected or not.
Hi I've been trying to use an android app that comes with the Android development tools call SDKcontroller. This app is suppose to let me test the multi touch capabilities of my apps. This app is suppose to send input information from a real android device to the emulator. It should let me control the emulator by using the touch sensor in my android device.
I fallowed the instruction and the app is telling me that is connected to the emulator but that is as far as i get. I can touch and touch all I want but the emulator is not responding.
Has somebody been able to get this to work? If so please let me know.
here is a link to the you tube video demonstrating the app:
http://www.youtube.com/watch?v=Erd2k6EKxCQ
here is the android project site:
http://tools.android.com/tips/hardware-emulation
i just started learning unity and i am stuck at linking my Android Phone to unity to test run. Is it possible to test games on android phone from unity? i try with emulator but couldn't work it properly Emulator's Screen goes blue, it did show welcome screen of unity.
My device is xperia arc Android 4.0.4
is their any synchronization software for unity and android?
There are two things you can do.
One, as already pointed by Jerdak, is installing your android device drivers and the android SDK. There's no better steps to take here than what already pointed in the docs, and I see no reason to replicate the steps here.
The second thing is using the "magical" Unity Remote. It's far from ideal for testing games, but it may be useful for some testing and it is a lot faster and simpler to run. You just need to install it on the device, have it on the same wifi as your running Unity Editor and hit play.
Unity remote is replaced by unity remote 4. Kindly proceed it with unity remote 4.Make sure only 1 sdk platform is installed on your system.